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nan0sphere: Location-Driven Fiction for Groups of Users
- Proceedings of the 12th International Conference on Human-Computer Interaction (HCII
, 2007
"... Abstract. We developed a locative fiction application called nan0sphere and deployed it on the UCLA campus. This application presents an interactive narrative to users working in a group as they move around the campus. Based on each user’s current location, previously visited locations, actions take ..."
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Abstract. We developed a locative fiction application called nan0sphere and deployed it on the UCLA campus. This application presents an interactive narrative to users working in a group as they move around the campus. Based on each user’s current location, previously visited locations, actions taken, and on the similar attributes of other users in the same group, the story will develop in different ways. Group members are encouraged by the story to move independently, with their individual actions and progress affecting the narrative and the overall group experience. Eight different locations on campus are involved in this story. Groups consist of four participants, and the complete story unfolds through the actions of all four group members. The supporting system could be used to create other similar types of locative literature, possibly augmented with multimedia, for other purposes and in other locations. We will discuss benefits and challenges of group interactions in locative fiction, infrastructure required to support such applications, issues of determining user locations, and our experiences using the application. 1
Mobile Collaboration for Young Children: Reading and Creating Stories
, 2009
"... Within the last decade, mobile devices have become an integral part of society, at home or work, in industrialized and developing countries. For children, these devices have primarily been geared towards communication, information consumption, or individual creative purposes. Prior research indicate ..."
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Within the last decade, mobile devices have become an integral part of society, at home or work, in industrialized and developing countries. For children, these devices have primarily been geared towards communication, information consumption, or individual creative purposes. Prior research indicates social interaction and collaboration are essential to the social and cognitive development of young children. This dissertation research focuses on supporting collaboration among mobile users, specifically children ages 6 to 10 — while collaboratively reading and creating stories. I developed Mobile Stories, a novel software system for the Windows Mobile platform that supports collaborative story experiences, with special attention to two collocated collaboration experiences: content splitting and space sharing. Content splitting is where interface parts (e.g. words, pictures) are split between two or more devices. Space sharing is where the same content (e.g. a document) is spread or shared across devices. These collocated collaborative configurations help address mobile devices ’ primary limitation: a small screen. The three research questions addressed are: how does Mobile Stories affect

